Activity
From 2003-05-15 to 2003-05-28
2003-05-28
- 17:18 Bug #54 (Closed): PWAD savegame crash
- When accidently loading a save game, which have
different wad loaded than the current game, the game
crashes. It'... - 00:58 Bug #53 (Closed): Glowing textures+flats not effected by fog
- The summary says it all really.
Not really a bug, but glowing textures and flats arn't
effected by fog.
This ...
2003-05-27
- 17:43 Feature #1155: 3D model for the sky
- _(originally posted by anonymous SF.net user)_
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I think the sky sphere should use enviroment mapping....
2003-05-26
- 23:45 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- _(originally posted by anonymous SF.net user)_
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Hmmm, followup to my previous post - installed direct... - 23:16 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- _(originally posted by anonymous SF.net user)_
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Yes, I have the same problem - and I got a screenshot... - 17:11 Bug #52 (Closed): [Render hack] Fake/see-through bridges
- In scythe.wad and others using fake bridges and such,
it looks fine from sides but when you get atop it it
flicke... - 16:48 Bug #51 (Closed): Sky rendering glitch
- Go to the URL below to see the screenshots
http://forums.newdoom.com/UBB/Forum5/HTML/000801.
html
*Labels:* Op... - 15:11 Feature #1164 (Closed): Animation sequences defined using DEDs
- Currently all texture animations are hard-coded.
They should be moved into a definition file.
*Labels:* Customiz... - 14:48 Feature #1163 (Closed): Blended/faded texture animation
- The animation of wall textures and flats would be
improved by blending from one frame to the next. It
would need ... - 12:25 Bug #33: Netgame pausing doesn't work
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In a netgame, the server can pause the game. Clients
can't pause or unpause. - 11:25 Bug #44: 60 Hz Bug - cannot be forced to run with higher frequences!
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In 1.7.9 the refresh rate defaults to the desktop refresh
rate.
Also added a -re... - 11:23 Feature #1160: Customizable Dynamic Lights
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This should be easy enough to implement. I'd like to
make it so that:
- Each Lig... - 11:22 Feature #1147: Windows NT4?
- Out of date.
- 09:28 Feature #1162 (Closed): Global engine configuration
- option to use a engine feature cfg file that is shared
between all games, stuff like controls are read form
the gam... - 09:23 Feature #1161 (Rejected): Stealth mode cheat
- Doom 95 had a cheat that disabled monsters' ability to see the
player (fhshh).
*Labels:* Gameplay
2003-05-25
- 22:53 Bug #46: Hi res for skies, doom or doom2, not both
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The external resource system in 1.7.9 will make it
possible to have resources speci... - 21:23 Bug #16: Client can't connect to server
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The rest of the connection problems will hopefully be
amended by DirectPlay 8 in v1... - 18:31 Feature #1158: Soft Sector Lighting
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BIAS shadowing has been implemented in CVS (soft sector
lighting). - 18:17 Bug #29: jDoom: Server crashes when connecting
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This should be fixed in 1.7.9. - 15:00 Bug #50 (Closed): Light-amp doesn't affect particles
- 1. Enter a very dark area. Monster Condo has a few of
these that work just fine.
2. Pick up (or IDBEHOLD) a light... - 00:27 Feature #1160 (Closed): Customizable Dynamic Lights
- Is it possible to be able to create different images for
different types of dynamic lights eg so that a light would...
2003-05-23
- 22:50 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- _(originally posted by anonymous SF.net user)_
Logged In: NO
I don't know if there are. I find it strange however.... - 00:19 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- Logged In: YES
user_id=717323
I have never seen this problem with an Nvidia card, so I
must conclude it's a proble...
2003-05-22
- 23:54 Bug #49 (Closed): ATI/OpenGL: Menu, startup screen corrupt
- This bug is something I've had to deal with ever since my
new card was installed. About 4 months ago I bought a
A... - 23:53 Feature #1156: Smart Filtering (sprites, other graphics)
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user_id=816824
The smart texture filtering:
http://hiend3d.com/smartflt.html
and additional filt... - 22:56 Feature #1146: Ducking
- Closing as duplicate.
- 22:49 Bug #47: jDoom: Bullet puffs in face
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This might be related to the feature added in v1.7.8, which
allows lineattack weapon... - 22:47 Bug #48: Spawnmobj console command in XG
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There is only a limited amount of memory reserved for the
command line in ltc_comman... - 22:10 Bug #48 (Closed): Spawnmobj console command in XG
- Why can't I have more than 3 spawnmobj commands in
one XG ltc_command line type? It spawns the first 3
things and... - 18:36 Feature #1159 (Closed): Screen Tilting
- So that the screen is able to tilt left/right. Like when the
player is killed rather than the camera just sinking t... - 05:00 Feature #1158 (Closed): Soft Sector Lighting
- I have no idea if it's possible or feasible, but I think it'd
be cool to attempt soft sector lighting.
How would... - 04:57 Feature #1157 (Rejected): Auto-adjust brightness and contrast
- Something that'd be useful is an automatic
brightness/contrast adjustment system. It seems we
all like to play jD...
2003-05-21
- 18:32 Bug #47: jDoom: Bullet puffs in face
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Happens without shooting up or down. I think it happe... - 08:47 Feature #1156 (Closed): Smart Filtering (sprites, other graphics)
- A technique like this could be utilized to make the
fonts and sprites look a bit sharper. It remains to be
seen how...
2003-05-20
- 22:14 Bug #47 (Closed): jDoom: Bullet puffs in face
- Sometimes while shooting up or down with mouselook,
bullet puffs end up in your face (player view) instead of
in ... - 20:44 Feature #1155: 3D model for the sky
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Isn't this pretty much how Unreal did the sky? - 20:43 Bug #46 (Closed): Hi res for skies, doom or doom2, not both
- For some reason in both DOOM games, the sky texture
name is SKYx (denotes 1-3), which means you can
have either h... - 20:35 Bug #36: Glowing flat lights vs. dynlights
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What about secrets where the light of a soulsphere spills
through the wall-door it'...
2003-05-19
- 22:44 Feature #1155: 3D model for the sky
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If the sky 3D model was sufficiently detailed and large, it
could be used to present... - 22:43 Feature #1153: Customizable intermissions
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InFine scripts would be very good. - 16:29 Feature #1139: More variations within repeated texture patterns with alternative textures (for detail textures)
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one possible enhancement^2 would be to define alternate
hires textures list. for exa... - 16:05 Feature #1138: Port it to Linux :-)
- _(originally posted by anonymous SF.net user)_
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excellent , looking forward to it :)
2003-05-18
- 21:15 Feature #1155 (Closed): 3D model for the sky
- It would be neat to be able to replace the default sky
sphere with a 3D model. The accuracy of MD2 models is
insu... - 17:45 Feature #1152: Support for Wolfenstein Spear of Destiny
- _(originally posted by anonymous SF.net user)_
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for a wolf3d sourcemod goto http://wolfgl.narod.ru/
... - 14:24 Bug #31: Disappearing walls when looking up/down
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user_id=717323
I'm closing this -- the problem is most likely specific to your
video card.
- 14:23 Bug #25: Translucent Cacodemons
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I'm closing this -- can't reproduce it.
- 14:14 Bug #45 (Closed): Sound:Ext ignored
- The Sound:Ext key is ignored, if the key is added to a
previous Sound definition using a 'patch' definition. The
... - 01:45 Bug #42: jDoom crashes with some PWADs
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I've had jDoom crash on me on really LARGE Slige maps
when loading
2003-05-17
- 22:22 Feature #1154 (Closed): Crosshair color alpha
- The crosshair should have an alpha color component. It
should be set with the console command "crosshair color... - 10:10 Feature #1153 (New): Customizable intermissions
- The placement of the intermission 'splats' and arrows
should be configurable with definition files. Values,
perhaps.
2003-05-16
- 02:48 Feature #1145: ATI TRUFORM for models
- Closing as out of date. There are better ways to do this now.
- 02:46 Feature #1151: Strife support
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Supporting Strife would be cool, but since no one seems to
know what happened to its...
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